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Working on a design talk, so I'm curious - Which is your favorite game mechanic in @MARVELSNAP?

Working on a design talk, so I'm curious - Which is your favorite game mechanic in @MARVELSNAP?

  • bbrode

    Posted 2 years, 10 months ago (Source)
    Working on a design talk, so I'm curious - Which is your favorite game mechanic in @MARVELSNAP?
    • bmkibler

      Posted 2 years, 10 months ago (Source)
      @bbrode @MARVELSNAP The speed of the gameplay is my #1 by far. I'd actually argue that I think the snap mechanic has the potential to detract from gameplay in a lot of cases because it makes the game essentially about ranking/"betting" and prevents you from doing your cool thing as often.
      • bmkibler

        Posted 2 years, 10 months ago (Source)
        @bbrode @MARVELSNAP I don't feel super strongly that it's fundamentally bad and it certainly is a lot of what the gameplay is about right now, but it prevents me from wanting to find slim ways to get out of tough spots which is IMO a big part of the fun of games like this.
        • bbrode

          Posted 2 years, 10 months ago (Source)
          @bmkibler @MARVELSNAP absolutely right that it reduces the opportunity for exciting low percentage comebacks On the flip side, you spend less time in near-hopeless games because you have an incentive to bail and can turn those moments into a kind of victory
          • bmkibler

            Posted 2 years, 10 months ago (Source)
            @bbrode @MARVELSNAP Yeah, there are pros and cons to both. I feel like I bleed cubes frequently because my brain wants to figure out a way to get out of a situation even if I know it's under 50%, so I *should* retreat, but I find it more fun to try to solve.
            • derajn

              Posted 2 years, 10 months ago (Source)
              @bmkibler @bbrode @MARVELSNAP That's why I think in the future it would be fun to run some "Snap-less" tournaments to encourage some different gameplay patterns, but it will make some of the really high rng locations feel worse
              • Chadd Nervigg

                Posted 2 years, 10 months ago (Source)
                @derajn @bmkibler @bbrode @MARVELSNAP Yeah, just armychair designering here, but I wonder what the feeling difference would be if Retreat was "lock the cubes at the current amount", so you still play out the game, but can't gain/lose more than that. So Kibler/similar could still try to find the 5% line to win.
                • derajn

                  Posted 2 years, 10 months ago (Source)
                  @Celestalon @bmkibler @bbrode @MARVELSNAP Would remove bluffing being an element of snapping but could be a fun way to play for sure. I honestly am just like kibler and don't like to retreat
                  • Chadd Nervigg

                    Posted 2 years, 10 months ago (Source)
                    @derajn @bmkibler @bbrode @MARVELSNAP Ah yeah, great point.
                • RegisKillbin

                  Posted 2 years, 10 months ago (Source)
                  @Celestalon @derajn @bmkibler @bbrode @MARVELSNAP https://t.co/xjvFoD1zw2
                  • Chadd Nervigg

                    Posted 2 years, 10 months ago (Source)
                    @RegisKillbin @derajn @bmkibler @bbrode @MARVELSNAP I was very confused by this tweet. Then later I saw my typo. Oops.
                    • RegisKillbin

                      Posted 2 years, 10 months ago (Source)
                      @Celestalon @derajn @bmkibler @bbrode @MARVELSNAP For what it's worth, I thought it was more turn of phrase than typo, because "armchairy" sounded weird, a sort of "attorneys general" situation.
                      • Chadd Nervigg

                        Posted 2 years, 10 months ago (Source)
                        @RegisKillbin @derajn @bmkibler @bbrode @MARVELSNAP Haha maybe it does sound better.



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